Top Ten Anticipated Games of 2014

Hey all, as some of you know I recently posted a string of blog posts regarding my most anticipated games of 2014. For the sake of ease for new readers I've compiled them into the super post below. Hope you enjoy the read.

There's little denying that 2013 was a marvellous year for videogames, a well deserved swan song for the sternly loyal long lived last generation of consoles - Playstation 3 and Xbox 360. It was an exciting period which saw the arrival some of their finest offerings like the gritty Tomb Raider, carefree Assassins Creed 4: Black Flag, the long awaited Bioshock: Infinite, emotionally draining The Last of Us and typically awesome Grand Theft Auto V all finding their way into our homes, 2013 was arguably one of gamings best years in recent memory. But who cares, old game is old - right? The moment Playstation 4 and Xbox One were released last year gamings most dedicated communities suddenly cast their expectant gaze forward. So then, to celebrate the beginning of 2014, and a hopefully yet another fantastic year for gaming we've decided to count down a top ten list of our most anticipated titles slated for release this year starting with our number ten choice; Bethesda's long awaited first foray into MMO's - The Elder Scrolls Online.

#10 Elder Scrolls Online - Zenimax (Xbox One, Playstation 4 and PC)

Since the days of Elder Scrolls III: Morrowind the expansive continent of Tamriel has been one of gaming's most beloved fictional settings. It's a world constructed from an extensive list of provinces, including Skyrim; each rich with its own unique, immersive and often surprisingly deep lore which are finely woven together to create a believable fantasy continent - Tamriel - on the otherwise mysterious world of Nirn. When Bethesda announced that Tamriel would finally be fully explorable in one game rather than split into singular provinces many were excited at the prospect of cultivating a decades worth of finely planted seeds of lore, and enjoying them cohesively in one experience. That desire to see all of Tamriel united into one title is perhaps the most important reason we're excited to play The Elder Scrolls Online - even if they're naturally some fans unhappy to see the series leave it's traditionally single player roots.

Many of those nay-sayers are long time fans of the franchise who'd'd rather see an Elder Scrolls VI than what they perceive to be a watered down MMO spin-off. Look past the pathological hatred some have the change in direction and it's clear that Zenimax, who've taken over from long time developer Bethesda, are taking the job seriously - this isn't about to be a shameless World of Warcraft clone, a silly accusation that seems to get thrown around alot. Instead Zenimax has taken care to extract the most important and recognisable gameplay pillars of The Elder Scrolls franchise ensuring that their MMO is instantaneously distinguishable as a member of the family. That includes the iconic first person camera utilized by the numbered entries alongside a more flexible class system than the typical MMO, allowing players to build characters around numerous perk sets rather than choosing an archetypical path, like warrior, priest or thief.

Making sure The Elder Scrolls Online retains the same feel as it's single player predecessors is not only evident through it's decision to pursue a similar style of combat and levelling system, but also in it's world building, story and aesthetics. In terms of the world each of the provinces that have already had major release based around them will return with their style intact, whilst more mysterious unexplored previously noted locale will also make their début - ever wanted to see the Black Marsh? Zenimax have also ensured that all ten of the playable races will return, although only nine will be playable as vanilla humans, the Imperials, have been removed from the roster for story purposes. The remaining nine species including an assortment of elf, orc, man and the more bizarre feline Khajiit and reptile Argonian all return, albeit split into three alliances each consisting of three races. Even quirky skill sets like vampirism and the ability to transform into a werewolf will be present unlockables after completing prerequisite quests.

On top of the returning traditional features The Elder Scrolls Online is set to bring it's own unique series twist on standard MMO affairs. PvP will all take place in the Imperial province of Cyrodiil where the three rival kingdoms will vie for control of the Imperial city, every time one side captures the throne the players whose contribution was deemed the most important will be granted the honour of being crowned emperor until the next climactic bout. Mounts will be present in the form of horses who'll majestically gallop across the land - each player with their own unique steed thanks to a levelling system that lets them customise their abilities. Quests are doled out not only by randomers, but also by those popularised by the series including the Fighters Guild, Mages Guild and even the Daedra and their artefacts are set to make an appearance.

Overall Zenimax looks to have extracted the most important part of the Elder Scrolls experience from the single player series, and used the pieces as a template to construct an exciting massively multiplayer world that is generously steeped in series tradition. The prospect of exploring Tamriel in it's entirety within one game including it's rich lore and history combined with a thrilling PvP experience should be enough to keep fans and newcomers alike happy. The sheer potential held in this game makes The Elder Scrolls Online one of our most anticipated of 2014.

2012's generously gory indie hitHotline Miami's upcoming PC, PS4 and Vita sequel might be sub-titled "Wrong Number", but we think that the number two suits it perfectly. The original Hotline Miami was a vibrant blood bath, wearing a captivating neon lit visual style that masterfully complimented it's dark eighties drug fuelled gang war narrative - a string that was all too often incredibly confusing. A continuation of the befuddling story isn't really why we're anticipating the series return though. No, our excitement can be attributed to the titles blindingly quick reactive combat that sees players artfully execute Russian mobsters in rapid succession, an adrenaline pumping system that makes every movement a dance with death; overall an incredibly rewarding intense experience. This years second, and apparently final entry excitedly promises to deliver the same quality whilst mixing up mechanics to ensure the sequel isn't a lazy direct imitation.

Developer Dennaton Games is set to bring back the same gratifying blood thirsty skilful combo based combat in the upcoming sequel with some extra weapon variety thrown in. The even wider selection of grizzly weaponry will undoubtedly contribute to accentuating the brutality of the already present cornucopia of phenomenally violent and stylish execution techniques. The Melee arsenal will see hammers, drills, fire axes and other destructive tools return, whilst a range of firearms will almost certainly find their way back to the mayhem as well. Contrary to the original which starred one protagonist, the lovingly named Jacket, viciously dispatching thugs the follow-up will see a wider cast of playable misguided "heroes" each with different motives spurred on by the events of the first game.

The new protagonist roster will be split clearly into two separate groups, firstly the fans, supporters of the murderous rampage undertaken by Jacket against the Russian Mafia which they perceive as heroic. This crew of wannabes take part in stages that are inspired by the original; each is equipped with their own distinct play style reminiscent of the disparate mask persona's donned by Jacket. Dennis Wedin of Dennaton Games has admitted these stages are concessions to returning fans who'd hoped the sequel would be more of the same. Unafraid to mix up the formula the second protagonist group is represented by one man - an actor whose playing Jacket in a slasher film based off the events of the first game. These segments will presumably control just like the rest, the only difference is upon stage completion the victims who've been dispatched will comically stand up as the directer yells cut.

Players who became accustomed to the high level of difficulty will be pleased to hear that a hard mode is to be implemented further increasing the challenge presented by foes. If you've already played Hotline Miami you'll know why the sequel is so exciting, more of the same would've been enough. But Dennaton Games resolute commitment to their series instead means they're unhappy to copy and paste choosing to innovate hoping to create something even better. Hotline Miami 2: Wrong Number seems to be shaping up nicely from the small amount we've seen but, even with snippets of footage we're madly excited.

#8 Mario Kart 8 - Nintendo (WiiU)

Zipping around as the charming denizens of the Mushroom Kingdom through a host of its iconic locale has never disappointed in any iteration of now long running Mario Kart series, and we don't see the upcoming eighth entry being any different. Nintendo's premier racing franchise (sorry F-Zero!) was born way back on the SNES; since then it's become a mainstay on pretty much everyone of the Big N's home and handheld systems alike. The series has long retained a core fundamental formula of stellar iconic tracks, frenzied competitive multiplayer and responsive karting controls. Recent years may have seen Mario Kart fare better critically on the DS's, but regardless Mario and friends will undoubtedly deliver a bevy of addictive karting content in this next home console instalment. It's hard not to mention that Mario Kart 8 is excitedly the series first chance to combine it's uniquely charming style with sublime HD visuals.

Those shiny new high definition graphics are of course only possible because Mario Kart 8 is coming exclusively to Nintendo's struggling WiiU platform, perhaps they're hoping that the tremendous success of the Wii version will prove hereditary- doubtful as not even Super Mario 3D World was able to reverse the consoles woes. Regardless of sales problems Mario Kart 8 looks to be a great boon for those who've already adopted a WiiU, bringing back a host of traditional mechanics whilst adventurously trying out some new off the wall ideas, quite literally. Most obviously challenging the status quo is the addition of anti-gravity segments, a continuation of the transforming kart mechanic first introduced on the 3DS instalment Mario Kart 7. Similar to the handheld vehicles will niftily shift forms depending track conditions, gliders spring up for floaty segments, propellers materialise for tricky underwater sections, and now wheels stylishly retract to form hovercraft's when tackling slidy anti-gravity areas - including some stomach churning upside driving acrobatics.

Whilst some complained the transform-a-kart feature was little more than superficial fluff the anti-grav sections are challenging that notion, as even small alterations like collisions causing karts to spin out of control rather than cartoonishly bounce off one another has the potential to radically alter play styles for portions of a race, forcing players to dynamically shift tactics depending on track conditions. They're aesthetic changes too, like the simplistic turning on and off of headlamps in dark/ light sections of a track. Miiverse integration is also present, as is standard across all WiiU games, the social network will in this case give players the ability to share replay videos, and comment on fellow drivers uploaded clips. In terms of gameplay bikes will return from their Wii debut, the newly reinvigorated coin system will also find it's way back, a deeper kart customization suite will be in place and returning classic tracks from earlier entries will be present alongside a full roster of new courses - though if they'll be altered for the new mechanics remains to be seen.

When talking about Mario Kart it's easy to get lost in nostalgia; memories of friends sitting around an N64 verbally slinging challenges at one another whilst the characters onscreen reflected the tensions in the room with jovial gloats and anguished screams. Those memories were built around a simple racing game with oodles of hidden depth waiting to be mastered, the reasons those vivid recollections could be generated in the first place is because of Mario Kart's accessibility and charm that kept players coming back for more. It's not a game that tries to deliver a serious message, challenge your world view or even build a realistic racing experience, it's a game that wants to make you smile, whose cartoonish characteristics make it the closest you'll ever get to playing Wacky Racers. It's lovable simplicity and quirky tracks are why we can't wait to burnup the Mushroom Kingdom once more. Besides, we need to hear the tangible shattered disappointment of a friend scorned by a blue shell in the last second just one more time; maybe another after that.

There's little denying that 2013 was a marvellous year for videogames, a well deserved swan song for the sternly loyal long lived last generation of consoles - Playstation 3 and Xbox 360. 2013 was arguably one of gamings best years in recent memory. But who cares, old game is old - right? The moment Playstation 4 and Xbox One were released last year gamings most dedicated communities suddenly cast their expectant gaze forward. So then, to celebrate the beginning of 2014, and a hopefully yet another fantastic year for gaming we've decided to count down a top ten list of our most anticipated titles slated for release this year, next up is number seven Dragon Age: Inquisition.

It's been a rough couple of years for the once indomitable kings of RPG storytelling Bioware, as a string of rather recent controversies has cumulatively resulted in the dulling of their shimmering name. The list of issues the company has contended with is sadly quite exhaustive including the cold reception to their first MMO Star Wars: The Old Republic, fan outrage over the Mass Effect 3 endings, and of course the disappointing quality of Dragon Age 2. No pressure then on Dragon Age: Inquisition which is scheduled for release on both next-gen and current-gen platforms later this year. The forthcoming series third entry has more to repair than just it's own predecessors problems; instead it has to prove that Bioware can recapture their former glory in constructing captivating experiences. Whether or not Dragon Age: Inquisition will be enough to redeem Bioware in the eyes of their core fanbase remains to be seen, but it certainly looks set to rectify the prolific problems of Dragon Age 2.

Inquisitions approach to design, in what little we've seen or been told in interviews, seems to follow a simple yet potentially effective plan, fuse elements of both previous games to create a title with the strengths of both, but weakness of neither. Returning from the Dragon Age: Origins is the ability to select the player protagonists race from three returning options Human, Dwarf and Elf alongside the additional choice of the fearsome horned Qunari. Bioware say that the option to choose race, all of whom can be male or female, is indicative of their focus on expanded customisation options which were scaled back dramatically in the second entry, to much fan chagrin. Customisability won't be restricted to the lead either, as all of the Inquisitors companions will uniquely alter equipment that is given to them - going so far as to change pattern and colour to better reflect their individual personalities.

This newly created hero and crew will take on the responsibility of saving the fantastical world of Thedas from itself, as a malicious being has torn the veil asunder - an omnipresent forcefield that separates the mortal realm from that of the fade, a dimension inhabited by demonic denizens. In the ensuing chaos alliances have crumbled as each of the numerous factions spread across the world turn on one another in the name of their own survival. It's the responsibility of the Inquisition to protect the peace, put an end to a demonic invasion and try to save as many people as possible - if that's your imperative. Dragon Age Origins emphasis on choice returns in full swing as players will be regularly presented choices whose outcomes could have serious repercussions down the line. A crumbling world where every choice matters sounds interesting; as the head of an organisation it's up to you to decide to protect the peoples interests or selfishly serve your own.

Bioware has hinted that the combat in Inquisition will follow the lead of many other systems in the entry combining the best bits of it's predecessors whist throwing on a little bit more. Inquisition will place more focus on preparation, and the players ability to form a cohesive team with their companions asking them to consider the best tactical positions on the field of battle to assure victory. It's an approach that Bioware hopes will reduce the frenzied button bashing of the second entry, and frankly so do we. Fans of the tactical camera from the PC version should be glad to hear that it will return and console owners too will get to utilize the useful tool.

Out of all the games we've chosen for our list Dragon Age: Inquisition is the one that scares us the most. It's a title with some fantastic developers working on it, even if they've stumbled a few times recently; besides that everything we've been shown and promised is great. Painfully, on the other hand, if Bioware manage to make a misstep this time around it could be disastrous for them, but also the Dragon Age franchise which is already in peril after it's lacklustre second outing. We've got our fingers crossed for this one, approach with caution, but if Inquisition deliver half of what's promised, we're in for a good ride.

#6 The Order 1886 - Ready at Dawn (Playstation 3)

The Order 1886 is a game that's surrounded by as much mystery and intrigue as the enigmatic order it's supernatural hunting protagonists belong to. The upcoming PlayStation 4 exclusive represents Sony owned developer Ready at Dawn's first foray into AAA console development; their first project since their two critically successful PSP iterations of Sony Santa Monica's God of War series. Their portable Greek epics were surprisingly consistent with the numbered series high quality, proving the studios ability to produce compelling entertaining experiences comfortably set in the worlds of existing franchises. Yet, that's not how most create their best work. If working on an established beloved series is an honour, then devising and building your own is a creative dream which opens up the possibility for a team of incredibly skilled individuals to work on an IP they have a large emotional investment in; that's what makes The Order 1886 so exciting.

Mysteries are generally compelling to watch unfold, maybe that's where much of our anticipation for The Order 1886 comes from, the truth is that the small amount of knowledge we've garnered from a single E3 trailer, and a few tight lipped interviews reveals very little about the title. Plot details the general community have been privy to have been few and far between. The E3 trailer showed off the title's alternate reality Victorian London setting, in this timeline the rise of half breed beast men gave birth to a centuries long conflict between them and humanity - a battle the humans were losing. That was until the industrial revolution which saw the physically weaker humans take the upper hand, utilizing their miraculous technological advancements they've all but declared Marshall law. On top of the shadowy supernatural elements new conflicts have began to emerge thanks to the newly formed rich poor divide which sees the less fortunate rebel against the noble classes.

Players will witness this period in the centuries long struggle as a squad of four knights all of whom are members of an organization descended from the original knights of the round table. Together the team will engage in battle against the monstrous beast men forces using a host of weaponry and equipment technological well beyond the era events are set in. Developer Ready at Dawn are extremely keen to point out they don't consider the setting steam punk - even though it sort of is. From what we've been told we can determine the four heroes will control much like a standard squad based third person shooter, and unfortunately not much else is known about actual gameplay. If the developers are to be believed though the trailer is representative of in game visuals - which is mind blowing if true.

In terms of pure intrigue no other game on our list comes close to The Order 1886. It's scheduled release of Fall 2014 isn't all too far away considering the short snippets we've seen. Hopefully that means we've plenty to look forward to seeing at trade shows like E3 through the remainder of the year. The Order 1886 is Ready at Dawn's first chance to show off their own vision rather than creating their own stories in spin off's to other developers coveted franchise. Everything that's been shown looks like Ready at Dawn could just be the next AAA developer as The Order 1886 looks to be an incredibly unique and entertaining ride.

#5 Super Smash Bros 3DS/ WiiU - Nintendo (WiiU, 3DS)

Melee! Super Smash Bros fans in the audience should immediately recognise the bellowing exclamation from the series second, and most fondly remembered entry - subtitled Melee, but I'm sure you worked that out. Whenever I booted up Super Smash Bros: Melee in my faithful black Gamecube, and excitedly punched the start button at the main menu the short sound bite would triumphantly play sending a wave of unbridled anticipation down my spine; even now just reading or quietly uttering the quote to myself fills me with comforting nostalgia. Undoubtedly then my love of Nintendo's unconventional charming mascot fighter runs incredibly deep, entrenched even, so there's little surprise that the upcoming fourth installment has me ready to enter the fray once more, after getting withdrawal from sitting out for the last entry on Nintendo Wii - Brawl.

The latest in the series is set for release on Nintendo's home console the WiiU, and for the first time ever on a portable platform with a version specifically developed for 3DS also on the way. A handheld version of the mayhem ridden fighter is something of a long awaited dream for fans, and it's arrival will undoubtedly be a landmark for Nintendo - their choice to create a 3DS version likely a symptom of the WiiU's current woes and 3DS's monumental success. They'll be no hanging around for 3DS owners either, as the handheld version is planned arrive day and date with the console version later this year. Though the two editions will share many similarities like the roster of Nintendo favourites, and returning collectible trophies it's the differences that really provide excitement.

First and foremost many stages will be version exclusive, the WiiU edition paying homage to Nintendo's extensive home console history featuring more arenas based on their home classics, whilst the 3DS version will focus on providing battlefields based on their successful portable properties. Unavoidably though the most noticeable difference is the visual fidelity, afterall the WiiU version will be the first in the series to be presented in HD. If recent character reveal trailers have been any indication the graphical boost afforded by new hardware has been used to great effect as each of the fighters look marvelous in both design and motion. That's not to say the 3DS version looks poor, opting to use a style reminiscent of cel shading with thick black outlines on character models, the design is still rock solid surrendering absolutely no charm in the transition to the smaller screen. Still, there's something undeniably gorgeous about seeing the iconic fighters in full HD glory - many for the first time.

As if the anticipation for Nintendo's signature brawler wasn't high enough the publisher is still systematically unveiling tantalising new character trailers until the release finally rolls around, and the unbearable wait comes to a close. The frankly awesome trailers thus far have confirmed some surprising new combatants including Megaman, Animal Crossing's Villager and Mario Galaxy's Rosalina. The generous selection of trailers are bound to keep the community engaged until release at an unspecified time later this year; besides it'll keep them excitedly speculating who's next. It's a good bet that the full roster will be inclusive of a mixture of iconic, and lesser known Nintendo favourites. If the last entry Brawl was any indication Nintendo could further expand the amount of third party mascots like Sonic and Solid Snake that the WiiU and 3DS versions will include - though that seems doubtful so far.

Regardless of which colourful combatants will be added or return we can be pretty sure that Super Smash Bros simplistic, fast paced and tactical fighting system will remain intact. It's unusual percentage twist on battle that focuses on players forcing rivals out of the ring is a quirky approach to the genre - very Nintendo to defy a standard. In that sense Super Smash Bros is the perfect homage to the long lived videogame company, a game that approaches the norm, twists it and throws in a stack of Nintendo stars before adding a copious amount of charm to create something totally new. Every other entry in the mascot fighting series has been well devised, addictive and moreover joyously fun, and we don't see that changing. While both versions share many similarities including Miiverse integration, the HD console version has the edge in our mind potentially becoming the most compelling reason to own a WiiU yet.

#4 Titanfall - Respawn (Xbox One, Xbox 360, PC)

Mechs are uber cool, that's just a universal truth, right? I cannot recall a period in my life where there wasn't a beloved mech dominating pop-culture, whether it be Power Rangers Zords or Metal Gear REX in the 90's or modern day films like Ironman and Pacific Rim which both star the high powered armoured suits. Now developer Respawn Entertainment is ready to tap into the awesome power of the mech in their forthcoming first person shooter Titanfall - though it's a pretty safe bet these mechs won't be piloted by teenagers, or used to slug it out with five hundred foot monstrosities. Not that the absence of those two attributes should temper your anticipation. Production on Respawn's first ever title is headed up by Vince Zampella the co-founder of Infinty Ward, and staffed by a huge portion of former employees from the Activision owned developer best known for their creation of the monolithic global phenomenon Call of Duty. In essence the same people who revolutionized online FPS are going to try to replicate past successes with their new IP, Titanfall which comes to Xbox One, Xbox 360 and PC later this year - an incredibly exciting prospect.

Like it's bombastic military shooter elder brother Titanfall is a game that prioritises the online multiplayer experience, so much so that it completely omits a single-player campaign. Total absence of single player is almost unheard of in the console realm, whilst PC exclusives like Planetside 2 and Counterstrike are proof the concept can work; testing the theory on a home console is truly ambitious. Let's not forget though these are the developers who made online multiplayer virtually a requirement, if anyone can set a new standard Respawn can. The decision to cut the single player "fat" is a wise one that affords the developer a single minded focus on constructing a stellar competitive online experience - a better use of their finite resources than building a supposedly necessary sub par campaign. Strangely this is potentially good news for traditionally single player games, if Respawn proves online only games can be both great, and sell, then other publishers may move away from dubious shoe horned in multiplayer modes in games like Tomb Raider.

Regardless of whether or not Titanfall actually has any impact on industry standards it certainly looks to be shaping into a fantastic title. Every journalist whose been lucky enough to play early has had nothing but positive experiences to relay, showering praise upon the shooter in the form of excessive trade show awards. Crammed with intense fast paced gameplay combined with heaps of slick acrobatic movement capabilities Titanfall is a game characterised by it's blurring non-stop action - blink and you'll miss it. Insane wall running, incredible leaping and responsive shooting all make Titanfall sound like Call of Duty on a week long sugar rush; that's before you even factor in the inclusion of the powerful Titans. A selection of different variants of the mechanical beasts are on offer each with their own disparate advantages - some are smaller agile suits and others are lumbering behemoths.

Of course no big title is without scandal and Titanfall is no different as a recent revelation drew controversy when it was noted the games max player count is twelve, broken down into a six vs six match. Though much of the community have seen the newly announced player cap as a hindrance the reality is that Respawn will have tested the game to death before drawing the conclusion that twelve players preserves the best balance of high paced action. More players would result in sensory overload whilst fewer would leave noticeable gaps in high octane fire fights. Don't worry though, maps won't be devoid of bodies to shoot at as in addition to human players an unspecified number of AI's will join the fray.

Titanfall is undoubtedly the premier next gen exclusive for Xbox One, fortunately those without the cash to early adopt the system can pick up the game on either PC or Xbox 360. That's just as well since Titanfall looks to be one the best upcoming games of 2014. Fans of unfathomably fast paced FPS like Infinity Wards Modern Warfare Call of Duty games should absolutely not miss this. Zampella and his team have revolutionised the genre before - who knows maybe they'll do it again. Besides, mechs are uber cool, right?

Over a decade, that's how long it's been since developer Bungie changed the landscape of console FPS forever with their original Xbox title Halo: Combat Evolved. Today almost every FPS released onto consoles, yes even the gargantuan Call of Duty franchise, owes it existence to the ground breaking sci-fi shooter that launched in way back in 2001. Indeed if former Infinity Ward employees working at Respawn revolutionised online FPS games with their Call of Duty franchise then it was invented by Bungie. After years of success with Microsoft studios, and five iterations of the Halo franchise Bungie grew bored of working on the same series. So after production on Halo: ODST finished their team split in two with one side starting work on a new title: Destiny. After work finished on their last Halo game "Reach", they handed the keys to Halo to Microsoft and moved in with Activision, who agreed to publish their latest creation on PS3, PS4, Xbox One and Xbox360.

In many regards Destiny isn't an exotic change in direction for Bungie. The first person shooter has it's feet firmly planted in the studios area of expertise, sporting a sci-fi setting with hordes of varying alien species baring down on the human protagonists. Set in a dire future Destiny sees the human race all but extinguished excluding one city on Earth who was saved by a giant ominous white orb named "the traveller". With the help of the mysterious ball the last of humanities forces survived to regroup, and now strive to retake the solar system from a host of vicious extraterrestrial forces that threaten to wipe them out. Alien vs humans is a formula that struck gold for Bungie in the past so it's hardly surprising they've returned to the premise, what's more their knowledge of alien design is borderline masterful thanks to work on Halo - most gamers can easily identify a grunt or elite in a matter of seconds, so iconic is their appearance. From what we've seen that visual mastery is evident here.

Despite returning to their traditional stomping ground the team at Bungie isn't complaint. The team is seriously committed to not only pushing themselves, implementing a host of gameplay features new to them, but also by joining the new revolution of persistently online worlds that foster sociability. Most intriguing of all Destiny's promised systems is the ability to earn loot, much like Gearbox's quirky Borderlands series Destiny encourages players to team up to tackle progressively more powerful foes netting better equipment for their character - whether it be armour or weaponry. Player avatars will be selected from three different variants of human, but more importantly three different classes - the "space wizard" warlock, the heavily armoured titans and the rougish hunters. How dramatically the different choices will affect gameplay isn't yet known, regardless it'll be a welcome layer of customisation as each sports a noticeably unique aesthetic.

No matter the players race or class they'll be tasked with defending The City and reclaiming our civilizations colonies on local planets that have been overrun by varied hostile aliens. Destiny is unique in that players won't be alone in their quest, as the world is persistently online they'll be automatically match making on fly placed in teams with those who naturally suit to them. This all sounds very reminiscent of a traditional MMO; Bungie are quick to point out this isn't the case though as players can only see those they're currently matched with, unlike a full scale MMO where it's possible to communicate with anyone on a shared server. Instead Bungie calls Destiny - a shared world shooter. Of course Destiny can be tackled completely alone, with the exception end game encounters, but where'd be the fun in that?

Bungie's track record with first person shooters is phenomenal, it's impossible to point to a bad game developed by the company; that's what makes the prospect of Destiny so reassuring. Carving through hordes of well designed aliens with close friends is always a treat, a prospect that's made all the more compelling by the presence of an engaging story, world and generous heaps of shiny loot. The shared world idea might not be everyone's ideal situation, but it's a fresh take on the FPS genre which could turn out to be the next big game changer - if not you can always turn it off. It's been a decade since Bungie altered the console FPS landscape forever - maybe it's time they did it again.

Who watches the Watch_Dogs? Well, just about everybody actually. Since it's début trailer at E3 2012 Ubisoft's newly unveiled franchise has become something of a poster boy for the next generation of home consoles. Cautiously Ubi at the time elected to omit the fact Watch_Dogs would be available on both current and next gen systems, secretly everyone already knew it. Thereafter all eyes were on Watch_Dogs, every trade show appearance and every announcement regarding it's release was a highly anticipated event. Eventually though the community became fatigued by excessive coverage reaching the point where they were ready for release. Unfortunately at the eleventh hour the game was delayed, moving from it's November 2013 release, until March 2014. And so here we stand still waiting, still as excited as ever.

In case you've been living under a rock since 2012, or have somehow missed Watch_Dogs through other means, allow me to explain what it's all about, and why you should join the already considerable masses in eagerly waiting. In the not so distant future the city of Chicago has adopted a "big brother" style initiative that has citizens being eerily watched at all times by a monolithic automated security network. Assuming the role of hacker Aiden Pierce players can periodically take command of devices under the control of the omnipresent super structure twisting it to their benefit. Narratively this ability is used to gather intel that Aiden can use to wage his one man war against the corrupt forces of the city - assumedly on both sides of the law.

From what we've seen so far, or lucky journalists have played in test sessions, the city of Chicago is expansive, even the small sections they've been given access to are reportedly quite tremendous in scale. Like many other sandboxes with city settings players will get around using an assortment of motorised vehicles like cars and boats, but Watch_Dogs will also place heavy emphasis on free running - a useful tool for escaping the police or catching fleeing baddies. Considering Ubisoft's prior work on the Assassins Creed series it'd be unsurprising to see Watch_ Dogs borrow it's spiritual siblings trademark frustratingly "sticky" approach to parkour. In fact it wouldn't be much of a stretch to consider that the game as a whole will be reminiscent of the history trotting action adventure series.

In this borderline Orwellian city almost every layer of infrastructure is controlled by the aptly named Central Operating System or CtOS. Whether it's mobile phones, security cameras, road traffic signals or even trains the CtOS has a hand in it's running. The cities over reliance on the technological power house is Aidens opening, using his mobile phone to run code he can hack into almost any aspect of the cities programming warping it to his own uses. Change road lights to suit your motives, pop up road blockades when you feel, spy on citizens using security cameras and even steal identities to access other peoples cash at ATM's. For good or evil, for better or worse, the living breathing cities power is the players to harness.

Ubisoft have been hesitant to reveal how all these aspects come together narratively, though they've thus far been happy to show how the mechanics work in ad-hoc side missions. One such example saw Aiden tracking a citizen who was marked as being highly susceptible to attack using data gathered by the CtOS. Slyly trailing the would-be victim down a shady alley he found his mark in a heated argument with another man, at this point Aiden could choose to intervene, or simply look on. If the player chooses to be passive the victim who Aiden trails is savagely beaten down by his rival at which point the option to give chase is presented. However, should players choose to interject before that point the marks life can be saved. This suggests a living city with emphasis on choice - how you utilize your powers will have consequence.

Even as I've wrote this piece I'm overcome with a sense of deja-vu, these are things many of our have probably read, heard or seen numerous times already. It's true that Watch_Dogs over exposure to the games media since 2012 has inevitably dampened the once Goliath hype for the third person sandbox. Despite the almost fatigued aura that emanates from Watch_Dogs we can't help being incredibly excited for it's eventual release March this year. The first ever shown next generation titles release is close at hand - now that's something to anticipate.

#1 Infamous: Second Son - Suckerpunch (Playstation 4)

There's little denying that 2013 was a marvellous year for videogames, a well deserved swan song for the sternly loyal long lived last generation of consoles - Playstation 3 and Xbox 360. 2013 was arguably one of gamings best years in recent memory. But who cares, old game is old - right? The moment Playstation 4 and Xbox One were released last year gamings most dedicated communities suddenly cast their expectant gaze forward. So then, to celebrate the beginning of 2014, and a hopefully yet another fantastic year for gaming we've decided to count down a top ten list of our most anticipated titles slated for release this year, join us at the top of our list where we crown Infamous: Second Son our most anticipated game of 2014.

There's not one person out there in the whole world who doesn't want a super power in some form - fact. Imagine right now the top of your genie lamp wishlist. Got it? Good, now think just how many of those wishes actually qualify as superpower, did you pick flight or maybe teleportation - neither of those? Well I bet the thought of an extravagant amount of money passed through your mind or something related to fitness - right Batman? The superficial charm of such abilities is obvious: power, and they look cool. Scratch away the surface though, and I think it's evident the liberating nature of superpowers is their real draw. With them we believe we'd no fear of being open about our individuality thanks to their strength; they would give us the confidence to achieve more than what we're capable of without them. Whether we crave the extraordinary abilities for the betterment of others, or to serve our own selfish desires, I feel that's the most interesting question, and incidentally the conundrum that's central to Suckerpunch's inFamous series. Alongside the obvious cool powers.

The forthcoming third installment of the Playstation exclusive superhero series will once again let players live out that impossible fantasy, as they assume control of an everyman who is suddenly gifted/cursed with superpowered abilities, and faced with moral choices that'll dictate whether they use their powers for good, or cruelly to benefit themselves. Previous series protagonist Cole McGrath began his superhero life seeing his ability to manipulate electricity as a curse. A responsibility too large for a small time bike courier, after an adjustment period he'd come to terms with his predicament, by either becoming either a glowing beacon for good, or a vicious smothering evil in his home of Empire City. Infamous: Second Son retires the electric man in favour of a new protagonist, Seattle graffiti artist Delson Rowe - voiced by the ever phenomenal Troy Baker.

Unlike his gravelly voiced reluctant predecessor, notorious layabout Delson is of a much more carefree disposition, seeing his sudden life changing acquirement of superpowers as an awesome toy to be played with. Set seven years after the second entry the world lives in fear of conduits - humans who've the ability to awaken powerful abilities hidden in their genes. Out of paranoia a new oppressive government organization, the DUP, is formed with the task of capturing conduits; caging them up before they become a threat. Delson isn't much for authority, so when his powers awaken after saving a conduit in a overturned DUP transport, he takes it upon himself to fight back against his would-be captors - simultaneously apprehending dangerous conduits. His existence is a worrying prospect for his rivals on both sides of the law as Delson's powers make him one of the most potentially deadly conduits on the planet - much like the X-men's Rogue Delson can absorb other conduits powers, learning them seemingly forever.

Developer Suckerpunch has been relatively tight lipped regarding the range of abilities at Delson's disposal, unveiling only two. The poster boy power is of course smoke. Smoke can be utilised for a varied number of applications including Delson turning his body to gas to travel through air vents, pass through fences, quickly jump between opponents and even fly straight into the sky before crashing to the ground with terrible force, and blistering heat. Fluity is the heart of the smoke moveset urging players to traverse the city quickly and slyly, conversely to the second power we've glimpsed - the truly unique neon set. Using energy stored in neon signs Delson unleashes much heavier attacks, the promised varied movesets add a welcome layer of diversity not present in the last two entries which focused on almost solely on electricity. What are the others sets? Speculation rages on.

Delson's awakening and consequent discovery at the hands of the all seeing evil DUP, and confrontations with other conduits will undoubtedly change the city of Seattle forever. Like it's forebearers though it's the choices Delson will be forced to make that will truly alter the landscape dramatically. Will the citizens cheer his courage or fear him? Will his single minded selfish actions cement, even rationalise, the DUP's paranoid stance on the conduits or will his selfless actions win over public proving Conduits are merely misunderstood. Moral choices and actions have always been integral to inFamous, but in a world where powers are despised the decisions have the potential to be more important than ever.

They're scores of reasons that we're anticipating inFamous: SecondSon more than any other game in 2014 - regardless we know this will be a controversial choice. It's ultimate existence as a wish fulfillment tool is perhaps the key reason we picked it. To effortlessly navigate a city, to help people, to have awesome super powers and to make choices that matter - these are things we may not be able to experience in everyday, but through interactive mediums like videogames we can. Look at all those videogames on the shelf next to you now, all of them are tools of wish fulfilment in some form, and no other game this year quite understands that like inFamous: Second Son.

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